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Manifest Dysentery
Voyeur
| Reputation: 3 | Group: | Novice | Posts: | 130 | Joined: | Apr 26, 2020 |
| Post #1: 26th Apr 2020 5:27 PM | |
ALIVE: (8/24)
1. TIB
2. Timmah
3. Helios
4. Mittens
5. Farlig
6. Brian
7. Havo
8. Sami
Post Edited by gabagool @ 8th May 2020 10:51 AM | |
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Manifest Dysentery
Voyeur
| Reputation: 3 | Group: | Novice | Posts: | 130 | Joined: | Apr 26, 2020 |
| Post #2: 30th Apr 2020 12:25 PM | |
DEAD: (15/24)
0. OG Gmaj7 - Roleblocker (Lynched Day 1, but not really)
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Occupation: Town Drunk
Role: Roleblocker
Times have been tough for you. You spent your life savings on a lot of whiskey and moonshine. You’ve taken to the trail in hopes of a better life, but you have plenty of booze to drink on the way there.
Every night, you may pick a player to share some drink with. That player will be unable to perform their night action due to inebriation.
You are aligned with the TOWN. You win when all threats to the town have been eliminated.
You will start with the following items in your inventory:
-Team of oxen to pull wagon: 2 oxen (need at least 2 to “move” or perform night action)
- Sets of clothing: 2, one for summer and one for winter
- ammunition for your hunting rifle - 1 round (1 round = 1 hunt)
- spare parts for your wagon - 1 parts
- Food - 3 food rations
Current funds: $50 |
1. Rodney - Helpless Child (Lynched Day 1)
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Occupation: Helpless Child
Role: Helpless child
One day, your well off mother and father took you away from everything you know on some long, stupid trip. The days are long. It’s either too hot or too cold. And the food is so bad! Other than that it’s not so bad...except you have been having terrible nightmares ever since you started on the trail.
You are just a child. Your parents will supply you with all necessities needed to survive - this includes food rations, medicine, clothes, and spare wagon parts.
You are aligned with the TOWN. You win when all threats to the town have been eliminated.
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2. Buffy - Auctioneer (Killed Night 1)
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Occupation: Auctioneer
Role: Auctioneer
You’re a fast talking Missouri woman with a lot of items and a burning desire to sell them to the highest bidder. While on a journey to new lands, you figure it couldn’t hurt to auction some goods off to the people.
Each night, pick one of the below items. During the following day, the item you pick will be put up for silent auction (players will PM the hosts their intent to participate along with their bids). The person who places the highest bid will receive the item. You may not participate in the auction, but you will receive the money from the item.
Below are the items up for auction:
Bow and arrow
Rifle
First aid kit
Wild mushroom
You are aligned with the TOWN. You win when all threats to the town have been eliminated.
You will start with the following items in your inventory:
-Team of oxen to pull wagon: 4 oxen (need at least 2 to “move” or perform night action)
- Sets of clothing: 2, one for summer and one for winter
- ammunition for your hunting rifle - 1 round (1 round = 1 hunt)
- spare parts for your wagon - 3 parts
- Food - 5 food rations
Starting funds: $75
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3. Reaper - Pharmacist (Killed Night 1)
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Occupation: Pharmacist
Role: Pharmacist
You are a well-off pharmacist from a small Missouri town, who has found yourself making the long, treacherous trek to the Willamette Valley! You are well stocked with remedies that fight off disease and are more than happy to distribute them to fellow emigrants in need.
Each day phase you may select a player to anonymously send either a ration of castor oil (cures dysentery) or quinine water cures typhoid). Do this by PMing the host.
You are aligned with the TOWN. You win when all threats to the town have been eliminated.
You will start with the following items in your inventory:
-Team of oxen to pull wagon: 4 oxen (need at least 2 to “move” or perform night action)
- Sets of clothing: 2, one for summer and one for winter
- ammunition for your hunting rifle - 1 round (1 round = 1 hunt)
- spare parts for your wagon - 3 parts
- Food - 5 food rations
Starting funds: $75
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4. Penner - Ghoul (Mod-killed Day 2)
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Occupation: Banker
Role: Ghoul
You are a prominent banker from Mississippi who has decided to chase the profits that can be found out west. You are a particularly selfish man and will sacrifice anyone to keep yourself safe.
Each night, you may choose one player. If you are targeted for a kill, the targeted player will die in your place. Once a kill has been deflected, you may not use this ability again.
You are aligned with the TOWN. You win when all threats to the town have been eliminated.
You will start with the following items in your inventory:
-Team of oxen to pull wagon: 6 oxen (need at least 2 to “move” or perform night action)
- Sets of clothing: 4, one for summer and one for winter
- ammunition for your hunting rifle - 3 round (1 round = 1 hunt)
- spare parts for your wagon - 5 parts
- Food - 5 food rations
Starting funds: $150 |
5. Sock - Tracker (Lynched Day 2)
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Occupation: Hunter
Role: Tracker
You are the best hunter in your small Missouri town, known for being able to silently stalk your prey. Hearing stories of the wonders of the west coast, you decided to leave today and head to see what new game you can hunt out west.
Every night, you may pick one player. You will know who, if anyone, that player visited that night.
Alternatively, if you choose to hunt at night, you are guaranteed to succeed and gain a large portion of food rations. If you decide to hunt, you give up your ability to track for the night.
You are aligned with the TOWN. You win when all threats to the town have been eliminated.
You will start with the following items in your inventory:
-Team of oxen to pull wagon: 4 oxen (need at least 2 to “move” or perform night action)
- Sets of clothing: 2, one for summer and one for winter
- ammunition for your hunting rifle - 1 round (1 round = 1 hunt)
- spare parts for your wagon - 3 parts
- Food - 5 food rations
Starting funds: $75
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6. Curtis - Third Party Native (Killed Night 2)
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Occupation: Chieftess
Role: Third Party Native
You are a representative of the native tribes along the Oregon Trail. You are usually among the least of the emigrants’ problems, if a problem at all. Normally you remain peaceful and actually help the emigrants in a variety of ways, including trading with emigrants, helping them cross wide and treacherous waters, or teaching them about foods to eat along the trail. Relations with emigrants only get dicey when trigger-happy douchebags provoke you--you’re just trying to protect your native land, after all.
Help vs. Hurt - You may choose which of the following approaches you prefer to take. You cannot change your approach once you choose it. Under each approach you may choose one of two actions:
Help - You may either choose to heal another player (you cannot self-heal or heal your teammate) OR you may propose to trade with another player for goods. Should you choose this approach, you can win with the town.
Hurt - You may choose to kill another player OR you may steal goods from another player. Should you choose this approach, you can win with the mafia.
Your alignment is THIRD PARTY, but as explained above, your win condition is dependent upon the approach you choose.
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Because you are not a traveler on the trail, and are thus more familiar with the land, you have different rules for survival:
- You do not need to consume food rations, as you can live off the land. Any food rations you have in your inventory can be used to trade.
- You do not move using oxen. You only need one horse to move (perform your night actions). Any other horses you have can be traded - a horse can be used in place of an oxen. However, you cannot use an oxen in place of a horse.
- As well as being able to trade your night action for hunting, you may trade your night action to make one herbal remedy or one set of clothing (summer or winter).
You will start with the following items:
- 3 horses (need at least 1 to move, or perform night action. Horses can be used by other travelers in place of oxen, however you cannot move using an oxen).
- Sets of clothing: 2, one for summer and one for winter
- arrows for your bow: 3 arrows (1 arrow = 1 hunt)
- Food - 5 food rations
- Herbal remedies - 4 herbal remedies (can be used to cure typhoid & dysentery)
Starting funds: $75.
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7. Cody - Odd-Night Vigilante (Killed Night 2)
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Occupation: Hitman
Role: Odd-night Vigilante
Everyone on the trail has their secrets … yours is that you kill ill-meaning folk for money. Recently you’ve found yourself on hard times (fortunately not financially), so you’ve taken to the trail for a new life. But that doesn’t mean you can’t take the law into your own hands and kill some more bad apples on your way there.
On each odd-numbered night, you may attempt to kill a player of your choice.
You are aligned with the TOWN. You win when all threats to the town have been eliminated.
You will start with the following items in your inventory:
-Team of oxen to pull wagon: 2 oxen (need at least 2 to “move” or perform night action)
- Sets of clothing: 2, one for summer and one for winter
- ammunition for your hunting rifle - 1 round (1 round = 1 hunt)
- spare parts for your wagon - 1 parts
- Food - 3 food rations
Starting funds: $50
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8. CAL-PRO - Heavy Fog (Killed Day 3)
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Player: CAL-PRO
Role: Fog Layer
Action: Heavy fog: Each night you may choose a player to be completely surrounded by a layer of heavy fog. The poor visibility will make them unable to perform their night action.
You are all aligned with the MAFIA. You win when all threats to the Mafia have been eliminated and your faction makes up at least 50% of the remaining players. |
9. Gmaj7 - Vanilla/Sleepwalker (Lynched Day 3)
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Occupation: Elderly Veteran
Role: Vanilla/Sleepwalker
You are a veteran of the War of 1812 who has taken to the trail with his family to escape all of the memories of the war that haunt you back east. However, the war's demons seem to have followed you. As you've grown older, you've been inflicted with horrifying nightmares about your time in the war. Thankfully, your children and grandchildren are on the trail with you, and have been providing you with food and shelter. But they can't stop your terrible nightmares...
You are a terrified war veteran. Due to your constant night terrors and early signs of dementia, you are unable to take care of yourself on the trail. Thankfully, your children and grandchildren will supply you with all necessities needed to survive - this includes food rations, medicine, clothes, oxen, and spare wagon parts. This means you cannot participate in trades, since you do not manage your own inventory.
You will, however, maintain some funds.
Starting funds: $50
Hidden From Player: Due to his grim flashbacks to the War of 1812, the Elderly Veteran has been suffering from extreme nightmares that have activated his sleepwalking tendencies again. Each night, he will visit a random player. The Elderly Veteran will not be told of these visits, but the player will.
You are aligned with the TOWN. You win when all threats to the town have been eliminated.
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10. Lamps - Hider (Died Night 3)
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Occupation: Runaway Bride
Role: Hider
You were a bride-to-be, but suddenly you got cold feet. Moments before the wedding, you decided to run away, and where better to go than far far away out west? You put as much money together as you could, left early one morning, and got the hell out of Cleveland. While you’ve seen no sign of your husband, you make sure to stay out of sight every night, as you ride away to freedom.
Every night, pick one player to hide behind. If you hide behind a anti-town member, or if the person you hide behind dies, you will die. If you successfully hide, any attempts to kill you will fail.
You are aligned with the TOWN. You win when all threats to the town have been eliminated.
You will start with the following items in your inventory:
-Team of oxen to pull wagon: 2 oxen (need at least 2 to “move” or perform night action)
- Sets of clothing: 2, one for summer and one for winter
- ammunition for your hunting rifle: 1 round (1 round = 1 hunt)
- spare parts for your wagon: 1 parts
- Food: 3 food rations
Starting funds: $50
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11. Primate - Deadly Disease (Lynched Day 4)
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Player: Primate
Role: Deadly Disease
Each night you may choose a player to give one of the following diseases to:
Cholera: Player will die instantly. This kill will be unstoppable. (May only be used once)
Dysentery: Player will die at the end of the following night phase unless they acquire castor oil for treatment.
Typhoid: Player will die at the end of the following night phase unless they acquire quinine water for treatment.
Food poisoning: Contaminates player’s entire food supply. They will die at the end of the day phase unless they somehow acquire fresh food rations before the day's end.
You may not use the same action on back to back nights.
You are aligned with the MAFIA. You win when all threats to the Mafia have been eliminated and your faction makes up at least 50% of the remaining players.
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12. ahoda - ??? (Died Night 4)
13. im317 - Trapper (Died Night 4)
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Occupation: Fur Trapper
Role: Trapper
You are a skilled fur trapper from the rugged Appalachian Mountains hoping to try out your trapping skills on the vast, unknown species of animals out west.
Each night you may choose to begin constructing one of two different traps, which you will place in front of a chosen player’s wagon. It takes one full night to build your trap, so the trap you place will not be ready to be triggered by a visitor until the following night. For example, if you construct a trap on night one, it will not be placed and activated until night two.
A Kill trap: When successfully triggered, this trap will kill anyone who attempts to attack the person you’ve trapped.
An Alarm trap: When successfully triggered, this trap will broadcast the role of the person who gets caught in it to the entire game the following day.
You are aligned with the TOWN. You win when all threats to the town have been eliminated.
You will start with the following items in your inventory:
-Team of oxen to pull wagon: 4 oxen (need at least 2 to “move” or perform night action)
- Sets of clothing: 2, one for summer and one for winter
- ammunition for your hunting rifle - 1 round (1 round = 1 hunt)
- spare parts for your wagon - 3 parts
- Food - 5 food rations
Starting funds: $75 |
14. Badger - Night Bandit (Lynched D5)
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Player: Badger
Role: Night Bandit
Each night you may choose one of the below actions:
Silence: Choose one player each night. They will not be able to speak, nor participate in any daily activities in the day thread, including purchasing any publically-available goods.
Steal: Choose one player each night. You may steal up to $15 from that player. If they do not have the sum of money you choose, you will take whatever they have. The money will go towards mafia's overall pot.
You are aligned with the MAFIA. You win when all threats to the Mafia have been eliminated and your faction makes up at least 50% of the remaining players. |
15. Jamie - Pathologist (Died Night 5)
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Occupation: Mortician
Role: Pathologist
You know the old saying--every town needs a mortician! Someone’s gotta look at all those dead bodies after all. Well, you’ve made a decent living working with the dead, but now you want a change of scenery on the Oregon Trail. While the trail may be tough, it seems that your skills will come in handy during your travels.
Each night, pick a dead player. You will then receive all PMs that player received.
You are aligned with the TOWN. You win when all threats to the town have been eliminated.
You will start with the following items in your inventory:
-Team of oxen to pull wagon: 4 oxen (need at least 2 to “move” or perform night action)
- Sets of clothing: 2, one for summer and one for winter
- ammunition for your hunting rifle - 1 round (1 round = 1 hunt)
- spare parts for your wagon - 3 parts
- Food - 5 food rations
Starting funds: $75 |
Post Edited by gabagool @ 7th May 2020 7:24 PM | |
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